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authorKris Kowal2012-07-06 11:53:10 -0700
committerKris Kowal2012-07-06 15:01:48 -0700
commit04343eda8c2f870b0da55cfdc8003c99fe1cc4de (patch)
tree0a6048889b65bb16ff58822e55bc1346e9eb07bd /js/helper-classes/RDGE/src/core/script/RenderInitProcs.js
parent648ee61ae84216d0236e0dbc211addc13b2cfa3a (diff)
downloadninja-04343eda8c2f870b0da55cfdc8003c99fe1cc4de.tar.gz
Remove trailing spaces
Diffstat (limited to 'js/helper-classes/RDGE/src/core/script/RenderInitProcs.js')
-rwxr-xr-xjs/helper-classes/RDGE/src/core/script/RenderInitProcs.js4
1 files changed, 2 insertions, 2 deletions
diff --git a/js/helper-classes/RDGE/src/core/script/RenderInitProcs.js b/js/helper-classes/RDGE/src/core/script/RenderInitProcs.js
index a374efa6..20b37abb 100755
--- a/js/helper-classes/RDGE/src/core/script/RenderInitProcs.js
+++ b/js/helper-classes/RDGE/src/core/script/RenderInitProcs.js
@@ -141,7 +141,7 @@ RDGE.renderInitProcDepthMap = function (renderObj) {
141 // renderObj.addUniform("u_WTF2", g_lightMat[1], RDGE.UNIFORMTYPE.FLOAT4); 141 // renderObj.addUniform("u_WTF2", g_lightMat[1], RDGE.UNIFORMTYPE.FLOAT4);
142 // renderObj.addUniform("u_WTF3", g_lightMat[2], RDGE.UNIFORMTYPE.FLOAT4); 142 // renderObj.addUniform("u_WTF3", g_lightMat[2], RDGE.UNIFORMTYPE.FLOAT4);
143 // renderObj.addUniform("u_WTF4", g_lightMat[3], RDGE.UNIFORMTYPE.FLOAT4); 143 // renderObj.addUniform("u_WTF4", g_lightMat[3], RDGE.UNIFORMTYPE.FLOAT4);
144 // 144 //
145 // since the uniform data references should not change we can just bind one time 145 // since the uniform data references should not change we can just bind one time
146 renderObj.bindUniforms(); 146 renderObj.bindUniforms();
147 147
@@ -227,7 +227,7 @@ RDGE.renderInitShadowProjection = function (primSet, vertexData) {
227 arrayPeek(material.renderObj).addBuffers(vertexData.indexObject, gl.ELEMENT_ARRAY_BUFFER); 227 arrayPeek(material.renderObj).addBuffers(vertexData.indexObject, gl.ELEMENT_ARRAY_BUFFER);
228 228
229 229
230 gl.useProgram(null); 230 gl.useProgram(null);
231}; 231};
232 232
233RDGE.renderInitRadialBlur = function(quad, shader) { 233RDGE.renderInitRadialBlur = function(quad, shader) {